Wednesday, 31 July 2013
Sarcophagus
Toughness: 12
Special Abilities:
• Sarcophage: hides a Swarm of Beetles that will strip all the flesh off any body placed within.
Monday, 29 July 2013
Burning Sphere
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
A burning globe of fire rolls in whichever direction the caster points and burns those it strikes. It moves at a pace of 6. As part of this movement, it can ascend or jump up to 3" to strike a target. If it comes into contact with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature if the creature fails an Agility check. A flaming sphere rolls over barriers less than 2" tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves on the same intitiative as the caster and moves immediately upon the spell being cast. It can be extinguished by any means that would put out a normal fire of its size. The sphere is energy rather than matter and so does not cause damage except by its flame, which it will do to anything coming into contact with it. It cannot enter non-flammable material. The flaming sphere dissipates harmlessly if it exceeds the spell's range.
On a raise the sphere does 3d6 damage.
Finari
Seasoned Elf Paladin
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Faith d8, Fighting d8, Healing d6, Investigation d6, Notice d6, Persuasion d8
Charisma: 0, Pace: 6; Parry: 8; Toughness: 9(3)
Hindrances: All Thumbs, Big Mouth, Stubborn, Major Vow (Justicar of the Third Temple)
Edges: Arcane Background (Miracles), Champion, Holy Warrior
Spells: (10 Power Points) Analyze Foe, Bless/Curse
Gear: Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Long Sword (Str+d8), Plate Armour (+3)
"Today, I think, Sir Brannor will not outdo me."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Faith d8, Fighting d8, Healing d6, Investigation d6, Notice d6, Persuasion d8
Charisma: 0, Pace: 6; Parry: 8; Toughness: 9(3)
Hindrances: All Thumbs, Big Mouth, Stubborn, Major Vow (Justicar of the Third Temple)
Edges: Arcane Background (Miracles), Champion, Holy Warrior
Spells: (10 Power Points) Analyze Foe, Bless/Curse
Gear: Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Long Sword (Str+d8), Plate Armour (+3)
"Today, I think, Sir Brannor will not outdo me."
Elquin
High Elf Adventurer
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Stealth d6, Survival d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8(3)
Hindrances: All Thumbs, Big Mouth, Major Delusion (Possesses a dire artifact), Stubborn
Edges: Acrobat, Dodge, Extraction, Sweep
Gear: Halberd (Str+d8, Reach 1, 2 hands), Plate Armour (+3), 2 Jars of Fire Wasps(Grenade, as Blast for 2d6 Medium Burst, uses throwing skill)
"I guard the Fish of Doom!"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Stealth d6, Survival d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8(3)
Hindrances: All Thumbs, Big Mouth, Major Delusion (Possesses a dire artifact), Stubborn
Edges: Acrobat, Dodge, Extraction, Sweep
Gear: Halberd (Str+d8, Reach 1, 2 hands), Plate Armour (+3), 2 Jars of Fire Wasps(Grenade, as Blast for 2d6 Medium Burst, uses throwing skill)
"I guard the Fish of Doom!"
Lindir
Seasoned Elf Archer
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Persuasion d4, Shooting d10, Stealth d6, Survival d8, Tracking d8
Charisma: 0, Pace: 8; Parry: 5; Toughness: 7/6(2/1)
Hindrances: All Thumbs, Clueless, Pyrophobia (Minor), Quirk(Roughly 1 in 3 male elves are called Lindir)
Edges: Fleet-Footed, Marksman, Woodsman
Gear: Elven bow (Range 15/30/60, 2d6), Elven Sword (Str+d6+2, AP 2), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"The arrow knows the way."
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Persuasion d4, Shooting d10, Stealth d6, Survival d8, Tracking d8
Charisma: 0, Pace: 8; Parry: 5; Toughness: 7/6(2/1)
Hindrances: All Thumbs, Clueless, Pyrophobia (Minor), Quirk(Roughly 1 in 3 male elves are called Lindir)
Edges: Fleet-Footed, Marksman, Woodsman
Gear: Elven bow (Range 15/30/60, 2d6), Elven Sword (Str+d6+2, AP 2), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"The arrow knows the way."
Darkrasp
Seasoned Death Priest
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d4
Skills: Fighting d6, Healing d4, Intimidation d8, Notice d6, Repair d4, Spellcasting d12, Stealth d6, Taunt d6
Charisma: 0; Pace: 5; Parry: 5; Toughness: 6(2)
Hindrances: Big Mouth, Elderly, Vow (Minor)
Edges: Arcane Background (Miracles), Command, Hard to Kill, Necromancer.
Spells: (10 Power Points) Jet (Ghostly vampire bats), Zombie
Gear: Chain Hauberk hidden under robes(+2), Scythe (Str+d8, Reach 1, 2 hands)
"Kill them all, Our master will know his own."
Necromancer can be found in the Horror Companion.
Terezinya
Veteran Bonepander Wizard
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d6, Knowledge(Arcana)d8, Knowledge (Archeology)d8, Lockpicking d6, Notice d6, Persuasion d6, Spellcasting d8, Stealth d6, Survival d6
Charisma: -2; Pace: 8; Parry: 5; Toughness: 6(1)
Hindrances: Curious, Greedy (Minor), Outsider
Edges: Arcane Background (Magic), Combat Reflexes, Fleet-Footed, Monster Hunter(Undead), Scholar (Archeology, Arcana)
Spells: (10 Power points) Detect/Conceal Arcana, Boost/Lower Trait, Wallwalker
Gear: Holy Water, Leather Armour (+1), Short Sword (Str+d6), Oak Stake (Str+d4)
"No more will I allow the stagnant dictates of Le Cordon Bleu Necromancy to stand, for today gentlemen, I bring you the secrets of the Nouvelle Necromancy!"
Stakes and Monster Hunter can be found in the Horror Companion.
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d6, Knowledge(Arcana)d8, Knowledge (Archeology)d8, Lockpicking d6, Notice d6, Persuasion d6, Spellcasting d8, Stealth d6, Survival d6
Charisma: -2; Pace: 8; Parry: 5; Toughness: 6(1)
Hindrances: Curious, Greedy (Minor), Outsider
Edges: Arcane Background (Magic), Combat Reflexes, Fleet-Footed, Monster Hunter(Undead), Scholar (Archeology, Arcana)
Spells: (10 Power points) Detect/Conceal Arcana, Boost/Lower Trait, Wallwalker
Gear: Holy Water, Leather Armour (+1), Short Sword (Str+d6), Oak Stake (Str+d4)
"No more will I allow the stagnant dictates of Le Cordon Bleu Necromancy to stand, for today gentlemen, I bring you the secrets of the Nouvelle Necromancy!"
Stakes and Monster Hunter can be found in the Horror Companion.
Friday, 26 July 2013
How to host a Dungeon
While I try and finish the last few items off, I've been experimenting with How to Host a Dungeon
Possibly more than a short dungeon that.
Possibly more than a short dungeon that.
Sunday, 21 July 2013
Michelle
Female Human Ranger
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d4, Persuasion d4, Stealth d8, Survival d8, Throwing d4, Tracking d8
Charisma: 0, Pace: 6; Parry: 6; Toughness: 6(1)
Hindrances: Major Habit(Dynamic Entries), Clueless, Minor Phobia(Books)
Edges: Fast and Silent, Sweep, Two Fisted, Woodsman
Gear: Two Sabers (Str+d6), Leather Armour(+1)
"The world makes a song for those that listen. Libraries, Libaries are silent."
Fast and Silent can be found p18 of Hellfrost:Land of Fire. Those without it could substitute Acrobat or Assassin.
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d4, Persuasion d4, Stealth d8, Survival d8, Throwing d4, Tracking d8
Charisma: 0, Pace: 6; Parry: 6; Toughness: 6(1)
Hindrances: Major Habit(Dynamic Entries), Clueless, Minor Phobia(Books)
Edges: Fast and Silent, Sweep, Two Fisted, Woodsman
Gear: Two Sabers (Str+d6), Leather Armour(+1)
"The world makes a song for those that listen. Libraries, Libaries are silent."
Fast and Silent can be found p18 of Hellfrost:Land of Fire. Those without it could substitute Acrobat or Assassin.
Thursday, 18 July 2013
Bethalian D'khul
Sinister Mind Master
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Gambling d12, Healing d6, Intimidation d10, Notice d8, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1)
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Gambling d12, Healing d6, Intimidation d10, Notice d8, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Jack of all Trades, Mentalist
Powers: (40 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear, Puppet
Gear: Staff (Str+d4, Reach 1, +1 Parry, 2 handed), Discretely Armoured Robes(+1)
Special Abilities:
• Tentacles: Str+d4+2, Bonus Die on a raise is a d8, AP3 on a raise, Never counts as unarmed.
• Telepathic: Bathalians can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Bathalian must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Bathalians cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Bathalians must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
• Hated and Feared : Bathalian cerebophagy will not soon be forgotten, and hatred of the cattle runs deep. Guilty by diet, it is difficult for Bathalians to overcome such prejudice. -4 Charisma."Fighters are an acquired taste. They use their brains so little that one has to watch one's weight."
Sunday, 14 July 2013
Sir Thomas "Forscale" Garrick the Bold
Human Fighter
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Healing d6, Intimidation d6, Notice d6, Persuasion d6, Streetwise d6, Throwing d4
Pace: 6; Parry: 8; Toughness: 8(3)
Hindrances: All Thumbs, Death Wish
Edges: Brave
Gear: Long sword (Str+d8), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Armour (+3)
"I worked my way up from torchbearer, you know."
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Healing d6, Intimidation d6, Notice d6, Persuasion d6, Streetwise d6, Throwing d4
Pace: 6; Parry: 8; Toughness: 8(3)
Hindrances: All Thumbs, Death Wish
Edges: Brave
Gear: Long sword (Str+d8), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Armour (+3)
"I worked my way up from torchbearer, you know."
Wednesday, 10 July 2013
Wall of Fire
As the Barrier power except.
You conjure a wall of flames, which rapidly expands to cover a 1” area per section.The wall's toughness is an obstacle/object against appropriate elemental attacks, everything else passes through unhindered. The wall inflicts fire damage to anything passing through it.
This is Barrier (SWDEE p125) with a fire trapping.
Thanks to Zadmar for suggesting this one.
You conjure a wall of flames, which rapidly expands to cover a 1” area per section.The wall's toughness is an obstacle/object against appropriate elemental attacks, everything else passes through unhindered. The wall inflicts fire damage to anything passing through it.
This is Barrier (SWDEE p125) with a fire trapping.
Thanks to Zadmar for suggesting this one.
Tuesday, 9 July 2013
Silverhorn
Unicorn
Edges: Improved Extrication, Improved Frenzy, Quick
Wild Card.
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d12
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d10, Notice d8, Stealth d10
Pace: 12; Parry: 7; Toughness: 10
Edges: Improved Extrication, Improved Frenzy, Quick
Special Abilities:
• Fast: Unicorns roll a d12 for running.
• Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or other illnesses.
• Horn or Hoof: Str+d8.
• Fast: Unicorns roll a d12 for running.
• Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or other illnesses.
• Horn or Hoof: Str+d8.
• Size +2: Toughness +2
• Purity: A unicorn can make a notice check at +2 to smell out virgins.
Naomi
Female Vampire
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Spellcasting d8
Pace: 6; Parry: 5; Toughness: 8
Edges: Arcane Background(Magic)
Spells: (10 Power Points) Beast Friend, Puppet, Zombie
Special Abilities:
• Claws: Str+d6.
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties.
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
• Weakness (Threshold): Vampires cannot enter private property unless invited.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–6) using a wooden weapon must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it disintegrates to dust. While many vampires can be destroyed this way, a few can reform if the stake is ever removed.
•Shapechange: As an Action the vampire may a Spellcasting Test and on a success transform into a swarm of bats.
"Listen to the music of the night"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Spellcasting d8
Pace: 6; Parry: 5; Toughness: 8
Edges: Arcane Background(Magic)
Spells: (10 Power Points) Beast Friend, Puppet, Zombie
Special Abilities:
• Claws: Str+d6.
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties.
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
• Weakness (Threshold): Vampires cannot enter private property unless invited.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–6) using a wooden weapon must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it disintegrates to dust. While many vampires can be destroyed this way, a few can reform if the stake is ever removed.
•Shapechange: As an Action the vampire may a Spellcasting Test and on a success transform into a swarm of bats.
"Listen to the music of the night"
Wolfman
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d8, Climbing d6, Notice d6, Tracking d6, Shooting d6
Pace: 6; Parry: 7; Toughness: 12 (4)
Edges: Acrobat, Berserk, Combat Reflexes, Quick
Special Abilities:
• Armour +4: Fur and fury.
• Bite: Str+d6; Go for the Throat; Infection
• Fearless: The Wolfman automatically passes Fear tests.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6").
• Go for the Throat: Target least armoured location on a raise.
• Infection: Anyone bitten by a werewolf and suffers a wound or greater must make a Vigor roll. Failure means the character becomes a werewolf at the next full moon(assuming he survives the attack).
• Change Form: The Wolfman transforms into this form on nights of the full moon. The rest of the month he doesn't remember those nights.
• Weakness (Moon Metal): Silver weapons gain +4AP and +1d6 Damage against Wolfmen.
• Weakness (Wolfsbane):: Wolf-men can't stand the smell of wolfsbane. They must make a Spirit check at -4 each round they're within 6" of it; failure means they are Shaken.
"Tainted by bloodborn ancient curses, anyone could find themselves suffering from Lycanthropy"
Skills: Fighting d8, Intimidation d8, Climbing d6, Notice d6, Tracking d6, Shooting d6
Pace: 6; Parry: 7; Toughness: 12 (4)
Edges: Acrobat, Berserk, Combat Reflexes, Quick
Special Abilities:
• Armour +4: Fur and fury.
• Bite: Str+d6; Go for the Throat; Infection
• Fearless: The Wolfman automatically passes Fear tests.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6").
• Go for the Throat: Target least armoured location on a raise.
• Infection: Anyone bitten by a werewolf and suffers a wound or greater must make a Vigor roll. Failure means the character becomes a werewolf at the next full moon(assuming he survives the attack).
• Change Form: The Wolfman transforms into this form on nights of the full moon. The rest of the month he doesn't remember those nights.
• Weakness (Moon Metal): Silver weapons gain +4AP and +1d6 Damage against Wolfmen.
• Weakness (Wolfsbane):: Wolf-men can't stand the smell of wolfsbane. They must make a Spirit check at -4 each round they're within 6" of it; failure means they are Shaken.
"Tainted by bloodborn ancient curses, anyone could find themselves suffering from Lycanthropy"
Alter of Doom
Special Abilities:
• Sacrifice: If a setting appropriate sacrifice is made on the Alter as part of Ritual spellcasting, then the caster can ignore 2 points of penalty to his spellcasting roll.
Well of Mimr
Toughness: 10
Special Abilities:
• Visions from the roots of the Earth: Once per game session, a character can drink from the well, spend a Benny and be granted a vision.
Draw a Card to find the portent of the vision.
Deuce: The Norns cackle with glee. The character's doom bulks large in the vision. The character cannot spend Bennies for the remainder of this game session.
3—10: You see a tall dark stranger. The character recieves vague hints of dire portent.
Jack–King: The character gains significant relevant information. He also gains a Benny, representing how he might fight against his doom.
Ace: As above, but the hero receives specific information and two Bennies.
Joker: As Ace, but the hero receives a warning of failure as well. After receiving an injury (whether it’s a mere Shaken result or multiple wounds), or a critical failure of some sort (whether by actual die roll or circumstance), he can use his warning to negate it. This benefit may only happen once, and is thereafter gone.
Immediately after the visionary must make a Spirt roll. If the roll is failed, the visions take their toll on her causing a Fatigue. If its fumbled then take a Wound instead.
Special Abilities:
• Visions from the roots of the Earth: Once per game session, a character can drink from the well, spend a Benny and be granted a vision.
Draw a Card to find the portent of the vision.
Deuce: The Norns cackle with glee. The character's doom bulks large in the vision. The character cannot spend Bennies for the remainder of this game session.
3—10: You see a tall dark stranger. The character recieves vague hints of dire portent.
Jack–King: The character gains significant relevant information. He also gains a Benny, representing how he might fight against his doom.
Ace: As above, but the hero receives specific information and two Bennies.
Joker: As Ace, but the hero receives a warning of failure as well. After receiving an injury (whether it’s a mere Shaken result or multiple wounds), or a critical failure of some sort (whether by actual die roll or circumstance), he can use his warning to negate it. This benefit may only happen once, and is thereafter gone.
Immediately after the visionary must make a Spirt roll. If the roll is failed, the visions take their toll on her causing a Fatigue. If its fumbled then take a Wound instead.
Mortar
Gargoyle
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Knowledge(Philosophy)d6, Knowledge(Future Weather Patterns)d6, Notice d6, Stealth d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (3)
Edges: Level Headed
Special Abilities:
• Armour +3: Stony skin.
• Bite/Claw: Str+d6.
• Decorative: +4 to Stealth checks to pretend to be a statue.
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Flying Pace of 9" and Climb 0.
"Tomorrow it will rain. Again."
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Knowledge(Philosophy)d6, Knowledge(Future Weather Patterns)d6, Notice d6, Stealth d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (3)
Edges: Level Headed
Special Abilities:
• Armour +3: Stony skin.
• Bite/Claw: Str+d6.
• Decorative: +4 to Stealth checks to pretend to be a statue.
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Flying Pace of 9" and Climb 0.
"Tomorrow it will rain. Again."
Bugbear Warrior
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d8, Tracking d8, Throwing d4
Pace: 6; Parry: 6; Toughness: 9 (1)
Special Abilities
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents).
• Size +2: Increases Toughness by +2.
Gear: Morningstar (Str+d8), medium shield (+1 Parry), Scraps of Armour(+1)
"Huny. Nee murr Huny."
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d8, Tracking d8, Throwing d4
Pace: 6; Parry: 6; Toughness: 9 (1)
Special Abilities
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents).
• Size +2: Increases Toughness by +2.
Gear: Morningstar (Str+d8), medium shield (+1 Parry), Scraps of Armour(+1)
"Huny. Nee murr Huny."
Gnoll Warrior
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 9; Toughness: 10 (3)
Edges: Dodge, Scavenger, Sweep.
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
Gear: Chainmail (+2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Flail (Str+d6, Ignores Shield/Weapon, Parry and cover bonuses.)
"Yippee ki-yay!"
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 9; Toughness: 10 (3)
Edges: Dodge, Scavenger, Sweep.
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
Gear: Chainmail (+2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Flail (Str+d6, Ignores Shield/Weapon, Parry and cover bonuses.)
"Yippee ki-yay!"
Fulumbar
Seasoned Dwarf Dwarf Warrior
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d12, Intimidation d6, Climbing d4, Knowledge (Engineering) d6, Notice d6, Streetwise d6, Throwing d4
Charisma: -; Pace: 5; Parry: 10; Toughness: 8 (2);
Hindrances: Curious, Minor Vow (Never refuse a drink), Loyal
Edges: Counter Attack, Sweep
Racial Abilities:
• Low Light Vision: No vision penalties for Dim or Dark lighting.
Gear: Chain armour (+2), Warhammer (Str+d6, AP1 vs rigid armor), medium shield (Parry +1), Throwing Axe (Throwing; range 3/6/12; Str+d6)
"I wonder what they have to drink over that horizon?"
Monday, 8 July 2013
Candelabrum
Toughness: 8
Special Abilities:
• Burning: Can set things on fire.
• Pleasant Surroundings: When negotiating with Firebirds, providing a high quality Candelabrum as a perch, will generate a +1 Charisma bonus.
Special Abilities:
• Burning: Can set things on fire.
• Pleasant Surroundings: When negotiating with Firebirds, providing a high quality Candelabrum as a perch, will generate a +1 Charisma bonus.
Mum and Kids
Mother
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Child
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Driving d4, Fighting d4, Notice d6, Persuasion d4, Streetwise d4, Taunt d4, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
Hindrances: Poverty, Young
“Children are knives, my mother once said. They don’t mean to, but they cut. And yet we cling to them, don’t we, we clasp them until the blood flows.”
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Child
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Driving d4, Fighting d4, Notice d6, Persuasion d4, Streetwise d4, Taunt d4, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
Hindrances: Poverty, Young
“Children are knives, my mother once said. They don’t mean to, but they cut. And yet we cling to them, don’t we, we clasp them until the blood flows.”
Sunday, 7 July 2013
Firebird
Attributes: Agility d10, Smarts d8, Spirit d12, Strength d6, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 6 (3)
Hindrances: Major Phobia(Lies from allies.)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Barrier (fire), Detect Arcana, Dispel, Elemental Control (Fire), Healing
Special Abilities:
• Armor +3: Born in flame
• Burning Bright: 2d6 Fire Damage Field
• Talons or Bite: Str+d8; Fire.
• Flight: Flying Pace of 12" and Climb 2.
• Immunity: Fire.
• Weakness: Cold (double damage).
• Size -2: Decreases Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"So we meet again, Koschei. Your Iron cages will not suffice this time."
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 6 (3)
Hindrances: Major Phobia(Lies from allies.)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Barrier (fire), Detect Arcana, Dispel, Elemental Control (Fire), Healing
Special Abilities:
• Armor +3: Born in flame
• Burning Bright: 2d6 Fire Damage Field
• Talons or Bite: Str+d8; Fire.
• Flight: Flying Pace of 12" and Climb 2.
• Immunity: Fire.
• Weakness: Cold (double damage).
• Size -2: Decreases Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"So we meet again, Koschei. Your Iron cages will not suffice this time."
Malek
Seasoned Human Necromancer
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d6, Intimidation d6, Investigation d6, Notice d6, Repair d6, Spellcasting d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5 (6 with staff); Toughness:5(1)
Hindrances: Anemic, Arrogant, Death Wish
Edges: Arcane Background (Magic), Hard to Kill, Necromancer, New Power, Power Points
Spells: (15 power Points) Armour, Bolt, Boost/Lower Trait(Usually Boost Vigor), Zombie
Gear: Armoured robes (+1), Short Sword (Str+d6, Includes cavalry sabers), Batheaded staff (Str+d6, Reach 1, Parry +1 if used in 2 hands), 1d6 Zombie or skeleton minions.
"Soon I will cast of this mortal flesh and become immortal."
Necromancer comes from the Horror Companion and improves the Zombie spell
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d6, Intimidation d6, Investigation d6, Notice d6, Repair d6, Spellcasting d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5 (6 with staff); Toughness:5(1)
Hindrances: Anemic, Arrogant, Death Wish
Edges: Arcane Background (Magic), Hard to Kill, Necromancer, New Power, Power Points
Spells: (15 power Points) Armour, Bolt, Boost/Lower Trait(Usually Boost Vigor), Zombie
Gear: Armoured robes (+1), Short Sword (Str+d6, Includes cavalry sabers), Batheaded staff (Str+d6, Reach 1, Parry +1 if used in 2 hands), 1d6 Zombie or skeleton minions.
"Soon I will cast of this mortal flesh and become immortal."
Necromancer comes from the Horror Companion and improves the Zombie spell
Townswoman
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Gear: Broom (Str+d4, Parry +1, Reach 1, 2 hands)
"Got to get on. No time to natter. Well maybe five minutes.."
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Gear: Broom (Str+d4, Parry +1, Reach 1, 2 hands)
"Got to get on. No time to natter. Well maybe five minutes.."
Saturday, 6 July 2013
Gracie
Fast Zombie
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
• Bite / Claws: Str+d4.
• Fearless: Immune to Fear and Intimidation.
• Fleet of Foot: d10 running die instead of d6
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties if a Wild Card.
• Weakness (Head): Shots to a zombie’s cause +2 damage.
"Brains.."
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
• Bite / Claws: Str+d4.
• Fearless: Immune to Fear and Intimidation.
• Fleet of Foot: d10 running die instead of d6
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties if a Wild Card.
• Weakness (Head): Shots to a zombie’s cause +2 damage.
"Brains.."
Freja Fangbreaker
Seasoned Dwarf Sergeant
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d4, Taunt d8, Throwing d6, Weird Science d8
Charisma: 0; Pace: 5; Parry: 7; Toughness: 8(3)
Hindrances: Code of Honor, Loyal, Quirk(Prefers Spirits of Ginevra)
Edges: Combat Reflexes, Command, First Strike, Hold the Line!, Tactician
Gear: Axe (Str+d6, ), Axe, Throwing (Range 3/6/12, Str+d6), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)
"Beard or no beard, you hold the line and stick with your squad."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d4, Taunt d8, Throwing d6, Weird Science d8
Charisma: 0; Pace: 5; Parry: 7; Toughness: 8(3)
Hindrances: Code of Honor, Loyal, Quirk(Prefers Spirits of Ginevra)
Edges: Combat Reflexes, Command, First Strike, Hold the Line!, Tactician
Gear: Axe (Str+d6, ), Axe, Throwing (Range 3/6/12, Str+d6), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)
"Beard or no beard, you hold the line and stick with your squad."
Autumn Bronzeleaf
Seasoned Elf Wizard
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d6, Riding d6, Spellcasting d10, Taunt d10
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: All Thumbs, Anemic, Curious, Minor Delusional (Cloth gets in the way of magic.)
Edges: Arcane Background (Magic), Jack-of-All-Trades, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Barrier(Rosebriars), Blast (Fireball), Dispel, Shape Change.
Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands)
"I love to run through fields of flowers. Flowers of flames."
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d6, Riding d6, Spellcasting d10, Taunt d10
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: All Thumbs, Anemic, Curious, Minor Delusional (Cloth gets in the way of magic.)
Edges: Arcane Background (Magic), Jack-of-All-Trades, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Barrier(Rosebriars), Blast (Fireball), Dispel, Shape Change.
Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands)
"I love to run through fields of flowers. Flowers of flames."
Anirion The Summoner
Seasoned Elf Wizard
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Summon Ally d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: All Thumbs, Curious, Greedy (Minor), Loyal
Edges: Arcane Background (Super Powers), Level Headed, Power Points, Power Surge, Quick, Soul Drain.
Powers: (25 Power Points) Summon Ally
Gear: Robes(+1), Staff(Str+d4, +1 reach, +1 Parry)
"Kerberos, I choose you."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Summon Ally d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: All Thumbs, Curious, Greedy (Minor), Loyal
Edges: Arcane Background (Super Powers), Level Headed, Power Points, Power Surge, Quick, Soul Drain.
Powers: (25 Power Points) Summon Ally
Gear: Robes(+1), Staff(Str+d4, +1 reach, +1 Parry)
"Kerberos, I choose you."
Friday, 5 July 2013
Elf Shadowguard
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Guts d8, Notice d8, Shooting d10, Stealth d8, Survival d8, Tracking d8
Pace: 6; Parry: 6; Toughness: 9/8(3/2)
Hindrances: All Thumbs,Cautious
Edges: Assassin, Florentine, Improved Frenzy, Thief
Gear: Reinforced chain (+3 (+2), 1 point of Armor is bypassed if hit with a raise) long sword (Str+d8), long bow (Range: 15/30/60, Damage:2d6).
Special Abilities:
• Low Light Vision: Elves ignore penalties for Dim and Dark lighting.
• Shadowstep: If they have The Drop or a Joker for Initiative, Shadowguard can teleport up to 10 inches to a mansized or larger shadow at the start of their action.
"Tsukini kawatte, oshioki yo!"
Anirion
Wood Elf Cultist
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigate d4, Knowledge(Arcana) d8, Notice d4, Shooting d4, Spellcasting d6, Taunt d6]
Charisma: -1; Pace: 6; Parry: 6; Toughness: 8(1)
Hindrances: All-Thumbs, Major Vow (To a thing beyond), Minor Habit (Sacrificing things)
Edges: Arcane Background(Magic), Berzerk
Spells: (15 Power Points) Bolt(Swarm of Demon Bees), Veteran Summon Ally, Zombie,
Gear: Robes(+1), Staff(Str+d4, +1 reach, +1 Parry)
"Begin the dialling chant."
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigate d4, Knowledge(Arcana) d8, Notice d4, Shooting d4, Spellcasting d6, Taunt d6]
Charisma: -1; Pace: 6; Parry: 6; Toughness: 8(1)
Hindrances: All-Thumbs, Major Vow (To a thing beyond), Minor Habit (Sacrificing things)
Edges: Arcane Background(Magic), Berzerk
Spells: (15 Power Points) Bolt(Swarm of Demon Bees), Veteran Summon Ally, Zombie,
Gear: Robes(+1), Staff(Str+d4, +1 reach, +1 Parry)
"Begin the dialling chant."
Thursday, 4 July 2013
Fire Dragon
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+8, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12, Stealth d6, Survival d6, Track d6
Pace: 8; Parry: 7; Toughness: 20 (4)
Special Abilities:
• Armor +4: Scaly hide.
• Burrow: The Dragon can melt a tunnel through rock at its walking pace.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees a mighty dragon must make a Fear check at –2.
• Fiery Breath: Dragons breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer2d10 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire. The Pathfinder may spend two power points to make this a Heavy Weapon.
• Flight: Dragons have a Flying Pace of 24” and Climb 0.
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Scales of Fire: The Fire Dragon has a 2d6 Fire Damage Field.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Improved Frenzy: If a dragon does not use its Fiery Breath ability, it may make two Fighting attacks with no penalty.
• Size +8: Dragons are massive creatures. This version is over 40’ long from nose to tail, and weighs well over 30,000 pounds.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+8, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d12, Stealth d6, Survival d6, Track d6
Pace: 8; Parry: 7; Toughness: 20 (4)
Special Abilities:
• Armor +4: Scaly hide.
• Burrow: The Dragon can melt a tunnel through rock at its walking pace.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees a mighty dragon must make a Fear check at –2.
• Fiery Breath: Dragons breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer2d10 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire. The Pathfinder may spend two power points to make this a Heavy Weapon.
• Flight: Dragons have a Flying Pace of 24” and Climb 0.
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Scales of Fire: The Fire Dragon has a 2d6 Fire Damage Field.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Improved Frenzy: If a dragon does not use its Fiery Breath ability, it may make two Fighting attacks with no penalty.
• Size +8: Dragons are massive creatures. This version is over 40’ long from nose to tail, and weighs well over 30,000 pounds.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
Ebonwrath
Black Dragon Ninja
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9,
Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d8
Pace: 8; Parry: 7; Toughness: 21 (4)
Hindrances: Major Vengeful, Mean, Anemic
Edges: Assassin.
Special Abilities:
• Aquatic: Pace 12, does not drown.
• Armor +4: Scaly hide.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees a mighty dragon must make a Fear check at –2.
• Acidic Spit: Ebonwrath can spit acid up to 20 inches. Every target within a Medium burst template may make an Agility roll at –2 to avoid the attack. Those who fail suffer 2d10 damage. Ebonwrath may not attack with its claws or bite in the round it spits acid.
• Flight: Dragons have a Flying Pace of 24” and Climb 0.
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Scales as Black as Night and a Heart as Cold: +2 to Stealth in Darkness or Dim light, does not count as warmblooded for Infravision.
• Level Headed: Act on best of two cards.
• Size +9: Toughness +9
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9,
Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Stealth d8
Pace: 8; Parry: 7; Toughness: 21 (4)
Hindrances: Major Vengeful, Mean, Anemic
Edges: Assassin.
Special Abilities:
• Aquatic: Pace 12, does not drown.
• Armor +4: Scaly hide.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees a mighty dragon must make a Fear check at –2.
• Acidic Spit: Ebonwrath can spit acid up to 20 inches. Every target within a Medium burst template may make an Agility roll at –2 to avoid the attack. Those who fail suffer 2d10 damage. Ebonwrath may not attack with its claws or bite in the round it spits acid.
• Flight: Dragons have a Flying Pace of 24” and Climb 0.
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Scales as Black as Night and a Heart as Cold: +2 to Stealth in Darkness or Dim light, does not count as warmblooded for Infravision.
• Level Headed: Act on best of two cards.
• Size +9: Toughness +9
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
Pathfinder Red Dragon
Jovial Out of Context Problem.
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+8,
Vigor d12
Skills: Block Matrix Computation d8, Fighting d10, Intimidation d10, Notice d12, Stealth d6, Survival d6, Track d6
Pace: 8; Parry: 7; Toughness: 20 (4)
Hindrances: Code of Honor, Loyal, Vow(To the Senate, Citizens and Republic of Terra)
Edges: Quick, Improved Frenzy, Woodsman.
Special Abilities:
• Armor +4: Scaly hide.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees a mighty dragon must make a Fear check at –2.
• Fiery Breath: Dragons breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer2d10 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire. The Pathfinder may spend two power points to make this a Heavy Weapon.
• Flight: Dragons have a Flying Pace of 24” and Climb 0.
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Scout for an army from beyond time and space: The Pathfinder may use its Block Matrix Computation Skill to use the Linguist and Teleport powers. It has 12 Power Points available to do this.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.• Size +8: Dragons are massive creatures. This version is over 40’ long from nose to tail, and weighs well over 30,000 pounds.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
"Tell me of this species you call 'Elves'"
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+8,
Vigor d12
Skills: Block Matrix Computation d8, Fighting d10, Intimidation d10, Notice d12, Stealth d6, Survival d6, Track d6
Pace: 8; Parry: 7; Toughness: 20 (4)
Hindrances: Code of Honor, Loyal, Vow(To the Senate, Citizens and Republic of Terra)
Edges: Quick, Improved Frenzy, Woodsman.
Special Abilities:
• Armor +4: Scaly hide.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees a mighty dragon must make a Fear check at –2.
• Fiery Breath: Dragons breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer2d10 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire. The Pathfinder may spend two power points to make this a Heavy Weapon.
• Flight: Dragons have a Flying Pace of 24” and Climb 0.
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Scout for an army from beyond time and space: The Pathfinder may use its Block Matrix Computation Skill to use the Linguist and Teleport powers. It has 12 Power Points available to do this.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.• Size +8: Dragons are massive creatures. This version is over 40’ long from nose to tail, and weighs well over 30,000 pounds.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
"Tell me of this species you call 'Elves'"
Lysette
Novice Elven Mage
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Investigation d4, Notice d4, Spellcasting d8, Taunt d8, Knowledge(Arcana) d8
Charisma: -2; Pace: 6; Parry: 5(or 6); Toughness: 5
Hindrances: All Thumbs, Big Mouth, Clueless, Mean
Edges: Arcane Background (Magic), Wizard
Powers: Bolt, Smite, Summon Ally
Gear: Elven Sword (Str+d6+2, AP 2), Staff (Str+d4, Parry +1, Reach 1, 2 hands)
"The lesser races exist to serve. It's all they are good for."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Investigation d4, Notice d4, Spellcasting d8, Taunt d8, Knowledge(Arcana) d8
Charisma: -2; Pace: 6; Parry: 5(or 6); Toughness: 5
Hindrances: All Thumbs, Big Mouth, Clueless, Mean
Edges: Arcane Background (Magic), Wizard
Powers: Bolt, Smite, Summon Ally
Gear: Elven Sword (Str+d6+2, AP 2), Staff (Str+d4, Parry +1, Reach 1, 2 hands)
"The lesser races exist to serve. It's all they are good for."
Aviriel Tellerion
Seasoned Elf Paladin
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Faith d8, Fighting d8, Notice d6, Persuasion d8, Riding d6, Taunt d6, Tracking d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
Hindrances: All Thumbs, Code of Honor, Minor Enemy (All Orcs that Live.), Minor Vow (To the Order)
Edges: Arcane Background (Miracles), Champion, Holy Warrior
Powers: (10 Power Points) Deflection, Healing
Gear: Elven moonsword (Str+d6+2, AP 2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)
"Fear is weakness leaving the soul."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Faith d8, Fighting d8, Notice d6, Persuasion d8, Riding d6, Taunt d6, Tracking d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
Hindrances: All Thumbs, Code of Honor, Minor Enemy (All Orcs that Live.), Minor Vow (To the Order)
Edges: Arcane Background (Miracles), Champion, Holy Warrior
Powers: (10 Power Points) Deflection, Healing
Gear: Elven moonsword (Str+d6+2, AP 2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)
"Fear is weakness leaving the soul."
Trista, The White Wolf
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d10, Intimidation d8, Notice d6, Persuasion d6, Streetwise d6, Stealth d6, survival d6, Taunt d6, Tracking d8
Charisma: 2; Pace: 6; Parry: 8; Toughness: 12(3)
Hindrances: Heroic, Minor Phobia (Wolfsbane), Minor Delusion(In denial about her Lycanthropy)
Edges: Alertness, Brawny, Charismatic, First Strike, Giant Killer, Harder to kill, Woodsman
Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc.), Plate Armour (+3)
Special Abilities:
• Hardy: Trista does not suffer a wound from being Shaken twice.
• Night Vision: Ignores Dim and Dark lighting penalties.
• Weakness (Silver and Magic): Silver weapons or arcane effects (spells, magic weapons, etc.) ignore her Hardy and Harder to Kill.
"I am a gentle woman at heart, at least when I'm not slaughtering the stupid."
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d10, Intimidation d8, Notice d6, Persuasion d6, Streetwise d6, Stealth d6, survival d6, Taunt d6, Tracking d8
Charisma: 2; Pace: 6; Parry: 8; Toughness: 12(3)
Hindrances: Heroic, Minor Phobia (Wolfsbane), Minor Delusion(In denial about her Lycanthropy)
Edges: Alertness, Brawny, Charismatic, First Strike, Giant Killer, Harder to kill, Woodsman
Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc.), Plate Armour (+3)
Special Abilities:
• Hardy: Trista does not suffer a wound from being Shaken twice.
• Night Vision: Ignores Dim and Dark lighting penalties.
• Weakness (Silver and Magic): Silver weapons or arcane effects (spells, magic weapons, etc.) ignore her Hardy and Harder to Kill.
"I am a gentle woman at heart, at least when I'm not slaughtering the stupid."
Balto Burrowell
Seasoned Gnome Oligarch
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Investigation d6, Notice d6, Persuasion d8, Streetwise d4, Taunt d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5(1)
Hindrances: Code of Honor, Minor Enemy (Ironheart Collegantia), Minor Greedy
Edges: Arcane Resistance, Command, Connections(The Most Serene Republic's Council of Ten), Luck, Noble, Rich, Scavenger
Gear: Dagger (Str+d4), two throwing Knifes (Range 3/6/12, Str+d4), Leather reinforced robes (+1)
Racial Abilities:
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.
"So hard to find decent folk nowadays."
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Investigation d6, Notice d6, Persuasion d8, Streetwise d4, Taunt d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5(1)
Hindrances: Code of Honor, Minor Enemy (Ironheart Collegantia), Minor Greedy
Edges: Arcane Resistance, Command, Connections(The Most Serene Republic's Council of Ten), Luck, Noble, Rich, Scavenger
Gear: Dagger (Str+d4), two throwing Knifes (Range 3/6/12, Str+d4), Leather reinforced robes (+1)
Racial Abilities:
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.
"So hard to find decent folk nowadays."
Hyrekia
Veteran Dragonsworn Mage
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d4, Notice d6, Persuasion d6, Riding d6, Spellcasting d8, Stealth d4, Knowledge(Arcana) d8, Knowledge(Prophecy)d8
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Code of Honor, Outsider, Stubborn, Minor Vow (To Kaladrax)
Edges: Arcane Background (Magic), Improved Rapid Recharge, New Power, Power Points, Scholar, Soul Drain, Wizard
Powers: (15 Power Points) Analyze Foe, Armor, Fly, Greater Healing
Gear: Elven Runesword (Str+d6+2, AP 2), Spear (Str+d6, Parry +1, Reach 1, 2 hands)
"Evil 'round every corner... be careful not to step in any."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d4, Notice d6, Persuasion d6, Riding d6, Spellcasting d8, Stealth d4, Knowledge(Arcana) d8, Knowledge(Prophecy)d8
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Code of Honor, Outsider, Stubborn, Minor Vow (To Kaladrax)
Edges: Arcane Background (Magic), Improved Rapid Recharge, New Power, Power Points, Scholar, Soul Drain, Wizard
Powers: (15 Power Points) Analyze Foe, Armor, Fly, Greater Healing
Gear: Elven Runesword (Str+d6+2, AP 2), Spear (Str+d6, Parry +1, Reach 1, 2 hands)
"Evil 'round every corner... be careful not to step in any."
Wednesday, 3 July 2013
Kaladrax Reborn
Wild Card
Abilities: Agility d10, Smarts d8, Spirit d12, Strength d12+12 , Vigor d12
Skills: Gambling d10, Fighting d12, Intimidation d12, Knowledge(Arcarna)d10, Knowledge(Battle)d10, Notice d12, Persuasion d10
Charisma: +2; Pace: 8; Parry:8; Toughness: 28 (4)
Hindrances: Cautious, Loyal, Vengeful.
Edges: Arcane Background (Magic), Command, Commanding Presence (24 inch radius), Connections, Dodge, Fervour, Familar(Share Power Points and Senses), Inspire, Leader of Men, Level Headed, Scholar (Arcana, Battle), Tactician.
Powers: (20 Power Points) Banish, Blast(Salvo of Ice Javelins), Detect/Conceal Arcana, Intagibility, Heroic Summon Ally, Warrior's Gift
Gear: Familiar(Hyrekia, Dragonsworn Mage)
Special Abilities:
• Armor +4: Scaly hide.
• Claws/Bite: Str+d8.
• Fear –4: Any foe who sees him must make a Fear check at –4.
• Tattered Wings: Kaladrax has a Flying Pace of 24 and a Climb of -1.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; ignores wound penalties.
• Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Weapons.
• Size +14: Toughness +14
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 8” long by 16” wide area. This is a standard Fighting attack and damage is equal to the dragon’s Strength–2.
• Reflection of Glory: May gift tokens of his defeated foes that work as if they were alchemical elixiers for one of his spells to a limit of 10 Power points unused at a time.
"I have returned. Corregedor delenda est."
Familiar and Arcane background(Alchemy) are found in the Fantasy Companion.
Abilities: Agility d10, Smarts d8, Spirit d12, Strength d12+12 , Vigor d12
Skills: Gambling d10, Fighting d12, Intimidation d12, Knowledge(Arcarna)d10, Knowledge(Battle)d10, Notice d12, Persuasion d10
Charisma: +2; Pace: 8; Parry:8; Toughness: 28 (4)
Hindrances: Cautious, Loyal, Vengeful.
Edges: Arcane Background (Magic), Command, Commanding Presence (24 inch radius), Connections, Dodge, Fervour, Familar(Share Power Points and Senses), Inspire, Leader of Men, Level Headed, Scholar (Arcana, Battle), Tactician.
Powers: (20 Power Points) Banish, Blast(Salvo of Ice Javelins), Detect/Conceal Arcana, Intagibility, Heroic Summon Ally, Warrior's Gift
Gear: Familiar(Hyrekia, Dragonsworn Mage)
Special Abilities:
• Armor +4: Scaly hide.
• Claws/Bite: Str+d8.
• Fear –4: Any foe who sees him must make a Fear check at –4.
• Tattered Wings: Kaladrax has a Flying Pace of 24 and a Climb of -1.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; ignores wound penalties.
• Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Weapons.
• Size +14: Toughness +14
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 8” long by 16” wide area. This is a standard Fighting attack and damage is equal to the dragon’s Strength–2.
• Reflection of Glory: May gift tokens of his defeated foes that work as if they were alchemical elixiers for one of his spells to a limit of 10 Power points unused at a time.
"I have returned. Corregedor delenda est."
Familiar and Arcane background(Alchemy) are found in the Fantasy Companion.
Nethyrmaul
Wild Card
Abilities: Agility d10, Smarts d8, Spirit d12, Strength d12+8 , Vigor d10
Skills: Fighting d10, Intimidation d12, Knowledge(Things even Dragons are not meant to know)d10, Notice d12, Spellcasting d10
Charisma:-1; Pace: 8; Parry: 7; Toughness: 21(3)
Hindrances: Arrogant, Minor Habit (playing with his prey), Big Mouth
Edges: Arcane Background(Magic),Very Level Headed, Master Necromancer
Powers: (15 Power Points) Detect Arcana, Puppet, Zombie
Special Abilities:
• Armor +3: Remains of scaly hide.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees him must make a Fear check at –2.
• Black Breath: Nethyrmaul breathes corrosive, soul destroying despair using the Cone Template. Every target within this cone may make an opposed Spirit roll against his Spellcasting to avoid the attack. Those who fail suffer 2d10 damage and must make a vigor roll against Lethal Poison. Nethyrmaul may not attack with its claws or bite in the round it uses its breath weapon..
• Tattered Wings: Nethyrmaul has a Flying Pace of 18”.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; ignores wound penalties.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Size +9: Toughness +9
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide area. This is a standard Fighting attack and damage is equal to the dragon’s d12+8.
"Soon you should be dead. That should improve your utility three fold. Dying was the making of me."
Master Necromancer improves the Zombie spell and is found in the Horror Companion.
Abilities: Agility d10, Smarts d8, Spirit d12, Strength d12+8 , Vigor d10
Skills: Fighting d10, Intimidation d12, Knowledge(Things even Dragons are not meant to know)d10, Notice d12, Spellcasting d10
Charisma:-1; Pace: 8; Parry: 7; Toughness: 21(3)
Hindrances: Arrogant, Minor Habit (playing with his prey), Big Mouth
Edges: Arcane Background(Magic),Very Level Headed, Master Necromancer
Powers: (15 Power Points) Detect Arcana, Puppet, Zombie
Special Abilities:
• Armor +3: Remains of scaly hide.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees him must make a Fear check at –2.
• Black Breath: Nethyrmaul breathes corrosive, soul destroying despair using the Cone Template. Every target within this cone may make an opposed Spirit roll against his Spellcasting to avoid the attack. Those who fail suffer 2d10 damage and must make a vigor roll against Lethal Poison. Nethyrmaul may not attack with its claws or bite in the round it uses its breath weapon..
• Tattered Wings: Nethyrmaul has a Flying Pace of 18”.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; ignores wound penalties.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Size +9: Toughness +9
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide area. This is a standard Fighting attack and damage is equal to the dragon’s d12+8.
"Soon you should be dead. That should improve your utility three fold. Dying was the making of me."
Master Necromancer improves the Zombie spell and is found in the Horror Companion.
Tuesday, 2 July 2013
Rosie
Seasoned Chronotechnician
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Notice d8, Repair d8, Shooting d6, Weird Science d10
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Anemic, Curious, Loyal
Edges: Arcane Background (Weird Science), McGyver, Mr. Fix It, New Power
Powers: Detect Arcana, Teleport
Gear: Steyr Fantom (Range 30/60/120, 2d8, RoF 3, Shots 30, AP 5, Auto, 3RB, Scoped, Silenced), Time Boots(Teleport 10 Power points), Temporal Disturbance Scanner(Detect Arcana, 10 Power Points.)
"Nothing worse than ending up your own grandmother. Been there, done that."
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Notice d8, Repair d8, Shooting d6, Weird Science d10
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Anemic, Curious, Loyal
Edges: Arcane Background (Weird Science), McGyver, Mr. Fix It, New Power
Powers: Detect Arcana, Teleport
Gear: Steyr Fantom (Range 30/60/120, 2d8, RoF 3, Shots 30, AP 5, Auto, 3RB, Scoped, Silenced), Time Boots(Teleport 10 Power points), Temporal Disturbance Scanner(Detect Arcana, 10 Power Points.)
"Nothing worse than ending up your own grandmother. Been there, done that."
Sasha DuBois
Novice Time Chaser
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Investigation d6, Lockpicking d6, Notice d6, Shooting d8, Streetwise d6, Swimming d6, Weird Science d4
Charisma: 0; Pace: 6; Parry: 4; Toughness: 6(1)
Hindrances: Minor Vow (To the Castellan of Lungbarrow), Minor Wanted (Icelandic Alliance Temporal Paratroopers)
Edges: Acrobat, Brave
Gear: Laser Pistol (Range 15/30/60, 1-3d6, Shots 24, Semi-Auto), Leather Trenchcoat (+1), Offensive Grenades (Range 5/10/20, 3d6, MBT), Time Key(Teleport, 10 Power Points)
"When I first met him, a long, long time ago, he knew all about me. Think about that. An impressionable young girl, and suddenly this man just drops out of the sky, and he's clever, and mad, and wonderful, and knows every last thing about her. Imagine what that does to a girl."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Investigation d6, Lockpicking d6, Notice d6, Shooting d8, Streetwise d6, Swimming d6, Weird Science d4
Charisma: 0; Pace: 6; Parry: 4; Toughness: 6(1)
Hindrances: Minor Vow (To the Castellan of Lungbarrow), Minor Wanted (Icelandic Alliance Temporal Paratroopers)
Edges: Acrobat, Brave
Gear: Laser Pistol (Range 15/30/60, 1-3d6, Shots 24, Semi-Auto), Leather Trenchcoat (+1), Offensive Grenades (Range 5/10/20, 3d6, MBT), Time Key(Teleport, 10 Power Points)
"When I first met him, a long, long time ago, he knew all about me. Think about that. An impressionable young girl, and suddenly this man just drops out of the sky, and he's clever, and mad, and wonderful, and knows every last thing about her. Imagine what that does to a girl."
Andrei Durand
Seasoned Time Chaser
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Intimidation d8, Investigation d6, Lockpicking d4, Notice d6, Piloting d6, Shooting d6, Stealth d6, Weird Science d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: Death Wish, Major Habit (Omnisexual Flirtation), Loyal
Edges: Arcane Background (Weird Science), Elan, Great Luck
Powers: Teleport(Time Ring)
Gear: Flintlock Pistol (.60) (Range 5/10/20, 2d6+1, 2 actions to reload), Leather trenchcoat(+1), Machine Pistol (Range 12/24/48, 2d6, RoF 4, Shots 32, AP 4, Auto, Scope), Time Ring (Teleportation 10 Power Points)
"She went for the ex boyfriend. Lucky she's young. Work your way through my back catalogue, we'll be here till the sun explodes."
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Intimidation d8, Investigation d6, Lockpicking d4, Notice d6, Piloting d6, Shooting d6, Stealth d6, Weird Science d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: Death Wish, Major Habit (Omnisexual Flirtation), Loyal
Edges: Arcane Background (Weird Science), Elan, Great Luck
Powers: Teleport(Time Ring)
Gear: Flintlock Pistol (.60) (Range 5/10/20, 2d6+1, 2 actions to reload), Leather trenchcoat(+1), Machine Pistol (Range 12/24/48, 2d6, RoF 4, Shots 32, AP 4, Auto, Scope), Time Ring (Teleportation 10 Power Points)
"She went for the ex boyfriend. Lucky she's young. Work your way through my back catalogue, we'll be here till the sun explodes."
Monday, 1 July 2013
Elliwyn Heatherlark
Seasoned Gnome Bard
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Investigation d6, Perform d10, Stealth d6, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6(2)
Hindrances: Big Mouth, Curious, Pacifist (Minor) Edges: Arcane Background (Miracles), Elan, Luck, Troubadour
Powers: Boost/Lower Trait, Stun
Gear: Chain Hauberk(+2), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Short Sword (Str+d6)
Racial Abilities
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.
"You Must Gather Your Party Before Venturing Forth."
Troubadour is found in the Fantasy Companion.
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Investigation d6, Perform d10, Stealth d6, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6(2)
Hindrances: Big Mouth, Curious, Pacifist (Minor) Edges: Arcane Background (Miracles), Elan, Luck, Troubadour
Powers: Boost/Lower Trait, Stun
Gear: Chain Hauberk(+2), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Short Sword (Str+d6)
Racial Abilities
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.
"You Must Gather Your Party Before Venturing Forth."
Troubadour is found in the Fantasy Companion.
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